D&D Dice Roller

The full Dungeons & Dragons set — d4, d6, d8, d10, d12, d20 and d100 — with advantage, disadvantage, crits and a one-click ability-score roller.

Setting up the table…

Tap the table to roll · tap a die to hold it

Ready to roll

Press Roll, tap the table, or press R.

Modifier +5

Type a roll like 3d6+2, 4d6dl1 or d20 adv. Notation guide

Quick roll

The chance of every total appears here.

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Full probability table

The D&D dice set

A standard Dungeons & Dragons set has seven dice: d4, d6, d8, d10, d12, d20 and a percentile d10 marked in tens. Tap any of them in the picker above to add it to the roll, or use the quick rolls for the most common checks, attacks and spells.

Which die for which roll
RollDiceNotes
Attack roll, ability check, saving throw1d20 + modifierMeet or beat the target AC or DC
Advantage / disadvantage2d20, keep higher / lowerType adv or dis
Weapon damaged4 to d12 (+ modifier)See the weapon table below
Hit points on level-upYour class's hit died6 to d12
Ability scores4d6, drop lowest, six timesOne tap: Ability scores
Wild magic, random tablesd100Percentile pair

Weapon damage dice

Common weapons (5th edition)
WeaponDamageAverage
Dagger, club, dart, sling1d42.5
Shortsword, handaxe, mace, shortbow1d63.5
Longsword, rapier, battleaxe, warhammer, longbow1d84.5
Glaive, halberd, heavy crossbow (and longsword two-handed)1d105.5
Greataxe, lance1d126.5
Greatsword, maul2d67

Add your Strength (or Dexterity for finesse and ranged weapons) modifier to the damage: a longsword with +3 is 1d8+3. On a critical hit, roll the weapon's dice twice and add the modifier once — a critical longsword hit is 2d8+3.

Spell damage

  • Fireball (3rd level): 8d6 fire, half on a successful Dexterity save — average 28.
  • Lightning Bolt (3rd level): 8d6 lightning in a 100-foot line.
  • Magic Missile (1st level): three darts of 1d4+1 each, which never miss.
  • Guiding Bolt (1st level): 4d6 radiant.
  • Fire Bolt and Eldritch Blast (cantrips): 1d10 at first level.
  • Potion of Healing: 2d4+2 hit points, average 7.

Hit dice by class

Hit die per class (5th edition)
Hit dieClasses
d6Sorcerer, Wizard
d8Bard, Cleric, Druid, Monk, Rogue, Warlock
d10Fighter, Paladin, Ranger
d12Barbarian

Rolling ability scores

The classic method is to roll four d6, drop the lowest, and add the other three — six times, once for each ability. Press Ability scores above to roll all six sets at once; the dropped die in each set is greyed out, and the result lists each score with its modifier. The average score this way is 12.24, a little above the 10.5 of plain 3d6, and an 18 turns up 1.62% of the time per score.

Prefer no randomness? The standard array is 15, 14, 13, 12, 10 and 8, or use 27-point buy — both are in the Player's Handbook.

Frequently asked questions

What dice do I need to play D&D?

A seven-dice set: d4, d6, d8, d10, d12, d20 and a percentile d10 (00–90). Many players keep extra d6s and d20s for spells like Fireball and for advantage rolls. Everything is available in the picker above.

How do I roll stats for D&D?

Roll 4d6, drop the lowest die and add the rest; do this six times and assign the results to your abilities. The Ability scores button does all six sets in one throw and shows the modifiers.

How do critical hits work?

In 5th edition, a natural 20 on an attack roll is a critical hit: roll all of the attack's damage dice twice, then add your modifier once. A critical with a longsword (+3) is 2d8+3.

What does advantage mean?

Roll two d20s and take the higher. Disadvantage takes the lower. They cancel each other out. Advantage raises the chance of a natural 20 from 5% to 9.75%.

What is the standard array in D&D?

15, 14, 13, 12, 10 and 8 — a fixed set of scores you can assign instead of rolling. Its total, 72, is slightly below the 73.5 average of six 4d6-drop-lowest rolls.